Legal notices:
DISCLAIMER The following materials based on FUDGE, entitled Death Munchkin!, are created by Roger M. Wilcox and made available by same, and are not authorized or endorsed in any way by Steffan O'Sullivan or any publisher of other FUDGE materials. Neither Steffan O'Sullivan or any publisher of other FUDGE material is in any way responsible for the content of these materials. Original FUDGE materials (c) Copyright 1992-1995 Steffan O'Sullivan, All Rights Reserved. ABOUT FUDGE FUDGE is a role-playing game written by Steffan O'Sullivan, with extensive input from the Usenet community of rec.games.design. The basic rules of FUDGE are available on the internet via anonymous ftp at ftp.csua.berkeley.edu, and in book form or on disk from Grey Ghost Games, P.O. Box 838, Randolph, MA 02368. They may be used with any gaming genre. While an individual work derived from FUDGE may specify certain attributes and skills, many more are possible with FUDGE. Every Game Master using FUDGE is encouraged to add or ignore any character traits. Anyone who wishes to distribute such material for free may do so - merely include this ABOUT FUDGE notice and disclaimer (complete with FUDGE copyright notice). If you wish to charge a fee for such material, other than as an article in a magazine or other periodical, you must first obtain a royalty-free license from the author of FUDGE, Steffan O'Sullivan, P.O. Box 465, Plymouth, NH 03264.
1. Introduction
2. Attributes
3. Character Creation
4. Races
5. Skills
6. Gifts
7. Faults
8. Magic Spells
9. Psionic Powers
10. Mutant Powers
11. Money and Equipment
12. Melee Weapons
13. Ranged Weapons
14. Vehicles
15. Cybernetic Implants
16. Action Resolution and Combat
17. Miscellaneous Rules
18. Monster List
19. Treasure List
20. The World of Death Munchkin!
21. Undergound Labyrinth #1
22. Undergound Labyrinth #2
23. Undergound Labyrinth #3
24. Undergound Labyrinth #4
25. Undergound Labyrinth #5
26. Wilderness and Undergound Labyrinth #6
27. Wilderness and Undergound Labyrinth #7
28. Wilderness and Undergound Labyrinth #8
29. Random Undergound Labyrinth Generation
30. Other Planes of Existence: Hell
FUDGE is one of the most flexible role-playing game frameworks around. It
is adaptable to nearly any genre, gives the GM an inordinate amount of freedom in
character creation and action resolution, and abounds with alternate rules that are
treated as simply suggestions. It is geared toward getting the dice rolling
out of the way as quickly as possible so that more time can be spent on
role-playing and on the enjoyment of both the players and the GM.
But what good is "role-playing" or "having a good time" if your main objective is
to WIN?! You are a munchkin-style player. A powergamer. A
twink. A combat wombat. A
disgusting character.
Rescuing the princess or restoring harmony to the galaxy are only inconvenient
annoyances on the road to your real objective of acquiring wealth and
experience points. You know in your heart of hearts that the true
purpose of so-called "role-playing" games is to make your character into the most
powerful killing machine around, capable of beating other characters or monsters or
gods into a bloody pulp at the flick of your little finger. You want
bragging rights.
Enter Death Munchkin!.
The goal of the Death Munchkin! system is to out-Synnibar The World of
Synnibar, out-Aberrant Aberrant, and out-SenZar SenZar. It
provides a complete, detailed system and setting for munchkin-style role-playing
as well as eight, ahem, "adventures" to get your characters started on their quest
for power, and a random underground labyrinth generator to enable them to keep on
killing things and amassing treasure without limit. It even comes with a
small sampling of the mega-powerful creatures on other planes, for when your
characters get powerful enough to obliterate a roomful of oversized psychic vampire
dragons in three seconds flat. Characters begin at quite competent power
levels, and progress is rapid.
Little attention has been paid to making the game world into a rich, cohesive
setting. Munchkins don't care about mythical history or political intrigue or
the local economy; they're much too busy killing things and looting the corpses to
notice such trivialities. I suppose you, as the GM, could go to the
trouble of contriving a complicated setting and peopling your adventure with deep
and interesting NPCs, but they'll probably get killed the instant they meet the
player-characters anyway, so I would suggest you save yourself the heartache right
now and just concentrate on picking monsters of the appropriate toughness.
Ostensibly, the World of Death Munchkin! is supposed to vaguely resemble the
medieval-esque fantasy worlds that populate such Tolkien-like role-playing games as
AD&D and RuneQuest. However, the first question a munchkin
will ask in such a game setting, when told that he cannot start the game with a
Wand of Infinite Fireballs, is "Then can I have an AK-47?". I have attempted
to answer such deep and probing questions by providing a short list of modern and
futuristic weapons and vehicles. Pretend that there was a rip in the
spacetime continuum which allowed future technology to fall into medieval
hands. Or that the game really takes place in the distant future after the
fall of civilization and trolls are really mutants. Or something. Just
don't forget that if a player-character can get hold of a wide-angle disintegrator
pistol, this means a monster can, too....
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